Burvey wrote:Yes, I do this all the time. What I do is make the value of the variable the same as the animation name, then you can make an event like this:On Q pressed set player var_animation to "animationname"

(whatever trigger you like) set player animation to player.var_animationorIf player var_animation="walkleft" set animation to player.var_animation

Hehe hey, this is so good to hear!! But i dont quite understand what u mean.

When character jump, depending on item equipped, a different animation plays (on the effect)

So as far as i understand it, the Variable has to be the same name as the effect right?

EDIT: I just noticed that you said you wanted an effect animation to change, not the player animation. In that case, you would do it the exact same way as shown in the capx, just add the variable etc to the effect sprite rather then the players. I've updated the above capx with an example.

Burvey wrote:There are literally dozens of ways to do this. You'll need to experiment and find the way that works the best for you. I've put together a capx of one way for you to hopefully get you started.

EDIT: I just noticed that you said you wanted an effect animation to change, not the player animation. In that case, you would do it the exact same way as shown in the capx, just add the variable etc to the effect sprite rather then the players. I've updated the above capx with an example.

Hehe hey!! Gotcha now!! ^_^ - Thanks alot for this!! You really took your time man, very much appreciated!! ^_^Thanks!